Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students
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Issue Date
2022-01-01Keywords
Cloud-basedExperiment data
Game-Based
Gamification
High school students
Higher School
Learning Mathematics
Mobile applications
Qualitative data
Web infrastructure
Metadata
Show full item recordPublisher
IEEE Computer SocietyJournal
Conference of Open Innovation Association, FRUCTDOI
10.23919/FRUCT54823.2022.9770917Additional Links
https://ieeexplore.ieee.org/document/9770917Abstract
In the present study, a serious game based on gamification techniques was developed to motivate the learning of mathematical topics seen in the last academic grade of Peruvian high schools. The proposed game was developed for mobile devices and uses a cloud-based web infrastructure. In addition, gamification techniques such as avatar, levels, progress indicators and rewards were used for its design. A total of 14 students participated in the experiment and qualitative data were collected through a questionnaire. The results showed that the selected gamification techniques were very effective in motivating learning, the serious game had a good user experience, and the students were satisfied with the learning experience of the game.Type
info:eu-repo/semantics/articleRights
info:eu-repo/semantics/embargoedAccessLanguage
engISSN
23057254ae974a485f413a2113503eed53cd6c53
10.23919/FRUCT54823.2022.9770917
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